Revised client and database logic. Still work in progress.

This commit is contained in:
Sven Van de Velde 2016-05-11 14:19:46 +02:00
parent e71c02b885
commit 4d40f28cf8
5 changed files with 368 additions and 95 deletions

View File

@ -51,7 +51,7 @@ function CLIENT:New( ClientName, ClientBriefing )
local self = BASE:Inherit( self, BASE:New() )
self:F( ClientName, ClientBriefing )
self.ClientName = ClientName
self.ClientName = ClientName
self:AddBriefing( ClientBriefing )
self.MessageSwitch = true
@ -132,9 +132,9 @@ end
function CLIENT:IsAlive()
self:F( self.ClientName )
local ClientDCSGroup = self:GetDCSGroup()
local ClientUnit = Unit.getByName( self.ClientName )
if ClientDCSGroup then
if ClientUnit and ClientUnit:isExist() then
self:T("true")
return true
end
@ -176,6 +176,8 @@ function CLIENT:GetDCSGroup()
-- return nil
-- end
local ClientUnit = Unit.getByName( self.ClientName )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
self:T3( { "CoalitionData:", CoalitionData } )
@ -183,49 +185,49 @@ function CLIENT:GetDCSGroup()
self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then
local ClientGroup = Group.getByName( self.ClientName )
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() then
if ClientGroup:getID() == UnitData:getGroup():getID() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
return ClientGroup
end
else
-- Now we need to resolve the bugs in DCS 1.5 ...
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
self:T3( "Bug 1.5 logic" )
local ClientUnits = _DATABASE.Templates.Groups[self.ClientName].Units
self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } )
for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do
self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } )
if tonumber(UnitData:getID()) == ClientUnitData.unitId then
local ClientGroupTemplate = _DATABASE.Templates.Groups[self.ClientName].Template
self.ClientID = ClientGroupTemplate.groupId
self.ClientGroupUnit = UnitData
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
return ClientGroup
end
end
end
-- else
-- error( "Client " .. self.ClientName .. " not found!" )
end
--self:E(self.ClientName)
if ClientUnit then
local ClientGroup = ClientUnit:getGroup()
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() then
if ClientGroup:getID() == UnitData:getGroup():getID() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
self.ClientGroupID = ClientGroup:getID()
self.ClientGroupName = ClientGroup:getName()
return ClientGroup
end
else
-- Now we need to resolve the bugs in DCS 1.5 ...
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
self:T3( "Bug 1.5 logic" )
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
self.ClientGroupID = ClientGroupTemplate.groupId
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
return ClientGroup
end
-- else
-- error( "Client " .. self.ClientName .. " not found!" )
end
end
end
end
end
-- For non player clients
local ClientGroup = Group.getByName( self.ClientName )
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
return ClientGroup
end
end
if ClientUnit then
local ClientGroup = ClientUnit:getGroup()
if ClientGroup then
self:T3( "ClientGroup = " .. self.ClientName )
if ClientGroup:isExist() then
self:T3( "Normal logic" )
self:T3( self.ClientName .. " : group found!" )
return ClientGroup
end
end
end
self.ClientGroupID = nil
self.ClientGroupUnit = nil
@ -242,14 +244,9 @@ function CLIENT:GetClientGroupID()
if not self.ClientGroupID then
local ClientGroup = self:GetDCSGroup()
if ClientGroup and ClientGroup:isExist() then
self.ClientGroupID = ClientGroup:getID()
else
self.ClientGroupID = self.ClientID
end
end
self:T( self.ClientGroupID )
self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
return self.ClientGroupID
end
@ -261,14 +258,9 @@ function CLIENT:GetClientGroupName()
if not self.ClientGroupName then
local ClientGroup = self:GetDCSGroup()
if ClientGroup and ClientGroup:isExist() then
self.ClientGroupName = ClientGroup:getName()
else
self.ClientGroupName = self.ClientName
end
end
self:T( self.ClientGroupName )
self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
return self.ClientGroupName
end
@ -276,14 +268,15 @@ end
-- @param #CLIENT self
-- @return Unit#UNIT
function CLIENT:GetClientGroupUnit()
self:F()
self:F2()
local ClientGroup = self:GetDCSGroup()
if ClientGroup and ClientGroup:isExist() then
return UNIT:New( ClientGroup:getUnit(1) )
else
return UNIT:New( self.ClientGroupUnit )
local ClientDCSUnit = Unit.getByName( self.ClientName )
self:T( self.ClientDCSUnit )
if ClientDCSUnit and ClientDCSUnit:isExist() then
local ClientUnit = _DATABASE.Units[ self.ClientName ]
self:T2( ClientUnit )
return ClientUnit
end
end
@ -293,12 +286,11 @@ end
function CLIENT:GetClientGroupDCSUnit()
self:F2()
local ClientGroup = self:GetDCSGroup()
local ClientDCSUnit = Unit.getByName( self.ClientName )
if ClientGroup and ClientGroup:isExist() then
return ClientGroup:getUnit(1)
else
return self.ClientGroupUnit
if ClientDCSUnit and ClientDCSUnit:isExist() then
self:T2( ClientDCSUnit )
return ClientDCSUnit
end
end

View File

@ -68,25 +68,33 @@ Include.File( "Menu" )
Include.File( "Group" )
Include.File( "Unit" )
Include.File( "Event" )
Include.File( "Client" )
--- DATABASE class
-- @type DATABASE
-- @extends Base#BASE
DATABASE = {
ClassName = "DATABASE",
Templates = {},
Templates = {
Units = {},
Groups = {},
ClientsByName = {},
ClientsByID = {},
},
DCSUnits = {},
DCSUnitsAlive = {},
Units = {},
Groups = {},
DCSGroups = {},
DCSGroupsAlive = {},
Units = {},
UnitsAlive = {},
Groups = {},
GroupsAlive = {},
NavPoints = {},
Statics = {},
Players = {},
AlivePlayers = {},
ClientsByName = {},
ClientsByID = {},
PlayersAlive = {},
Clients = {},
ClientsAlive = {},
Filter = {
Coalitions = nil,
Categories = nil,
@ -142,6 +150,14 @@ function DATABASE:New()
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
-- Add database with registered clients and already alive players
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
return self
end
@ -262,16 +278,43 @@ function DATABASE:FilterStart()
-- OK, we have a _DATABASE
-- Now use the different filters to build the set.
-- We first take ALL of the Units of the _DATABASE.
for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Templates.Units ) do
self:T( UnitRegistration )
local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
self:E( { "Adding Database Datapoints with filters" } )
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
if self:_IsIncludeDCSUnit( DCSUnit ) then
self.DCSUnits[DCSUnit:getName()] = DCSUnit
end
if self:_IsAliveDCSUnit( DCSUnit ) then
self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
self:E( { "Adding Unit:", DCSUnitName } )
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
self.Units[DCSUnitName] = _DATABASE.Units[DCSUnitName]
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
end
end
end
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
--if self:_IsIncludeDCSGroup( DCSGroup ) then
self:E( { "Adding Group:", DCSGroupName } )
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
self.Groups[DCSGroupName] = _DATABASE.Groups[DCSGroupName]
--end
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
end
end
for DCSUnitName, Client in pairs( _DATABASE.Clients ) do
self:E( { "Adding Client for Unit:", DCSUnitName } )
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
end
else
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
end
@ -378,6 +421,77 @@ function DATABASE:_RegisterGroup( GroupTemplate )
end
end
--- Private method that registers all alive players in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterPlayers()
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for UnitId, UnitData in pairs( CoalitionData ) do
self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
if not self.PlayersAlive[UnitName] then
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
end
end
end
end
return self
end
--- Private method that registers all datapoints within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDatabase()
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
local DCSGroupName = DCSGroup:getName()
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
self.DCSGroups[DCSGroupName] = DCSGroup
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
if self:_IsAliveDCSGroup(DCSGroup) then
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
end
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
self.DCSUnits[DCSUnitName] = DCSUnit
self.Units[DCSUnitName] = UNIT:New( DCSUnit )
if self:_IsAliveDCSUnit(DCSUnit) then
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
end
if self.Templates.ClientsByName[DCSUnitName] then
self.Clients[DCSUnitName] = CLIENT:New( DCSUnitName )
end
end
end
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
@ -388,6 +502,13 @@ function DATABASE:_EventOnBirth( Event )
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
self.Units[Event.IniDCSUnitName] = UNIT:New( Event.IniDCSUnit )
if not self.DCSGroups[Event.IniDCSGroupName] then
self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
end
end
end
end
@ -406,18 +527,54 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end
end
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if not self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
end
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = nil
self.ClientsAlive[Event.IniDCSUnitName] = nil
end
end
end
end
--- Iterators
--- Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
-- @return #DATABASE self
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
function DATABASE:ForEach( IteratorFunction, arg, Set )
self:F( arg )
local function CoRoutine()
local Count = 0
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
self:T2( DCSUnit )
IteratorFunction( DCSUnit, unpack( arg ) )
for ObjectID, Object in pairs( Set ) do
self:T2( Object )
IteratorFunction( Object, unpack( arg ) )
Count = Count + 1
if Count % 10 == 0 then
coroutine.yield( false )
@ -437,15 +594,56 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
error( res )
end
if res == false then
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
return true -- resume next time the loop
end
return false
end
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
return self
end
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachDCSUnitAlive( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
return self
end
--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
return self
end
--- Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.Clients )
return self
end
function DATABASE:ScanEnvironment()
self:F()
@ -509,6 +707,9 @@ function DATABASE:ScanEnvironment()
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
end --for coa_name, coa_data in pairs(mission.coalition) do
self:_RegisterDatabase()
self:_RegisterPlayers()
return self
end
@ -596,6 +797,22 @@ function DATABASE:_IsAliveDCSUnit( DCSUnit )
return DCSUnitAlive
end
---
-- @param #DATABASE self
-- @param DCSGroup#Group DCSGroup
-- @return #DATABASE self
function DATABASE:_IsAliveDCSGroup( DCSGroup )
self:F( DCSGroup )
local DCSGroupAlive = false
if DCSGroup and DCSGroup:isExist() then
if self.DCSGroups[DCSGroup:getName()] then
DCSGroupAlive = true
end
end
self:T( DCSGroupAlive )
return DCSGroupAlive
end
--- Traces the current database contents in the log ... (for debug reasons).
-- @param #DATABASE self

View File

@ -437,6 +437,32 @@ function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
return self
end
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
self:F()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
self:F()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
end
function EVENT:onEvent( Event )
@ -468,6 +494,7 @@ function EVENT:onEvent( Event )
Event.WeaponName = Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
self:E( { _EVENTCODES[Event.id], Event } )
for ClassName, EventData in pairs( self.Events[Event.id] ) do
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } )

View File

@ -28,9 +28,34 @@ function MISSILETRAINER:New( Distance )
_EVENTDISPATCHER:OnShot( self._EventShot, self )
self.DB = DATABASE:New():FilterStart()
self.DBClients = self.DB.Clients
self.DBUnits = self.DB.Units
self.DB:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
Client:Message( "Welcome to the Missile Trainer", 10, "ID", "TEST" )
--Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil )
--Client.MenuOnOff = MENU_CLIENT:New( Client, "On/Off", Client.MainMenu )
--Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuOnOff, MISSILETRAINER._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
--Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuOnOff, MISSILETRAINER._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
end
)
self.DisplayMessages = true
return self
end
function MISSILETRAINER._MenuMessages( MenuParameters )
local self = MenuParameters.MenuSelf
local MessagesOnOff = MenuParameters.MessagesOnOff
self.DisplayMessages = MessagesOnOff
end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see MISSILETRAINER
function MISSILETRAINER:_EventShot( Event )
@ -51,17 +76,23 @@ function MISSILETRAINER:_EventShot( Event )
self:T( TrainerTargetSkill )
if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
local Client = self.DBClients[TrainerTargetDCSUnitName]
if Client then
local TrainerSourceUnit = UNIT:New(TrainerSourceDCSUnit)
local TrainerTargetUnit = UNIT:New(TrainerTargetDCSUnit)
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client }, 0.5, 0.05, 0 )
end
end
function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit )
self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } )
---
-- @param #MISSILETRAINER self
-- @param DCSUnit#Unit TrainerSourceDCSUnit
-- @param DCSWeapon#Weapon TrainerWeapon
-- @param DCSUnit#Unit TrainerTargetDCSUnit
-- @param Client#CLIENT Client
function MISSILETRAINER:_FollowMissile( TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client )
self:F( { TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client } )
local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = TrainerTargetUnit:GetPositionVec3()
@ -70,11 +101,17 @@ function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, Tra
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5
MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll()
if self.DisplayMessages then
self:T( Distance )
MESSAGE:New( "Distance Missile = " .. Distance, "TEST", 0.2, "ID" ):ToAll()
end
if Distance <= self.Distance then
TrainerWeapon:destroy()
MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll()
if self.DisplayMessages then
self:T( "Destroyed" )
MESSAGE:New( "Missile Destroyed", "TEST", 5, "ID" ):ToAll()
end
return false
end